.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Scenarios, Maps and Mods (http://forum.shrapnelgames.com/forumdisplay.php?f=146)
-   -   Mod: Chaos Wars (http://forum.shrapnelgames.com/showthread.php?t=33053)

Amos January 30th, 2007 11:20 AM

Chaos Wars
 
1 Attachment(s)
Version 0.16

This mod is the Nephilim middle age.

Turn off the "Angelic Crusade" and the "Stygian Corruption" mods to avoid conflict.

Summons:
Mater Mundi -> Bonded Enforcer x 2
Lord Judge -> Bonded Hound
Lord Arbiter -> Bonded Pike x 3

WraithLord January 30th, 2007 04:13 PM

Re: New Mod: Chaos Wars
 
Looks great http://forum.shrapnelgames.com/images/smilies/happy.gif

HoneyBadger January 30th, 2007 05:55 PM

Re: New Mod: Chaos Wars
 
Amos, I hate to ask because it probably entails a lot of work, but is there any chance you'll be adjusting your mods at a later date so that all of them are compatible with one another and the rest of the nations/mods?

Thanks!

Amos January 31st, 2007 07:28 AM

Re: New Mod: Chaos Wars
 
I dont like using #clear commands on a nation, they dont work very well in that its not a perfect cleaning (for ex. the national spells are unaffected by cleaning). All my same age nations are compatible. If you play middle age, or any age, you dont need the rest of the ages turned on. Turning the mods on or off is a very simple process, one I personally prefer to #clear commands. You dont have to do it every time you play, only every time you start a new game.

Version 0.02

-Gave Lilith #succubus ability
-Nemesis sprite slightly changed

HoneyBadger February 1st, 2007 05:17 PM

Re: New Mod: Chaos Wars
 
Oh I see what you mean. Does that make your mods incompatible with the mods of others, though? When it's possible, I like to play in a mod-heavy environment, and I'm designing quite a few, myself. I don't think your mods should interfere with other mods, but it'd help to get your thoughts on this, since I'm not 100% familiar with how mods work with or against each other.

Thanks a lot

Amos February 2nd, 2007 02:50 AM

Re: New Mod: Chaos Wars
 
The numbers for units, nations etc. are limited so the conflicts with other mods are inevitable. The numbers I'm using for a particular mod are shown at the beginning of the mod file.

DrPraetorious February 2nd, 2007 03:35 PM

Re: New Mod: Chaos Wars
 
Eventually I really will release "reconciled" mod compilations - it's not hard to remove all unit ID clashes if you have, say, a computer.

But at the moment you can't play with more than four or five mods at once anyway - I'm still getting the "sprnbr too high for file" error when I try to combine more than a few mods.

Assuming that isn't a result of my error (someone else can try loading seven new nations at once and see what happens,) we'll have to wait for a fix from Johan, and I think he's got other piorities.

Amos, nice pixel art!

Amos February 3rd, 2007 05:07 AM

Re: New Mod: Chaos Wars
 
Version 0.03

-Renumbered all the units
-Removed ethereality from Stigian and changed his sprite again

I didnt have time to test this version, so I'm posting it as is.
I'm also thinking of giving Mater Mundi the ability to produce bonded instead of having them recruited. Maybe Mater Mundi will cost another 100 and when "summon allies" will get 1 Hound, 2 Enforcers and 3 Pikes. Any thoughts?

Endoperez February 3rd, 2007 05:49 AM

Re: New Mod: Chaos Wars
 
I'm pretty sure about #makemonster being only able to generate monsters of one spesific type. If you gave a unit three #makemonster commands, it'd have three different monster creation orders. In your case, it would be 1 Hound, 2 Enforcers OR 3 Pikes.

Amos February 3rd, 2007 08:18 AM

Re: New Mod: Chaos Wars
 
I already tested that and there is no problem technically. What I was asking was if it will completely screw up what little balance there is in the mod. I'm now thinking 1/1/1 is a better option.

Endoperez February 3rd, 2007 09:30 AM

Re: New Mod: Chaos Wars
 
Heh, you're right. I had tested combinations of multiple #makemonster1 or multiple #makemonster5 commands, not a combination of two different #makemonster commands. Very interesting command.

Amos February 3rd, 2007 09:41 AM

Re: New Mod: Chaos Wars
 
Too bad 1/1/1 isnt working http://forum.shrapnelgames.com/images/smilies/frown.gif. I've tested 1/2/3 version and its just too unbalancing. I distributed the summons: a Hound to Lord Judge, a Pike to Lord Arbiter and an Enforcer to Mater Mundi. I'm posting it as a main version.

Amos February 5th, 2007 08:02 AM

Re: New Mod: Chaos Wars
 
Version 0.05

For now this is the final version (unless there are mistakes or I want to add a unit).

Amos February 7th, 2007 12:44 PM

Re: New Mod: Chaos Wars
 
Mistake in one of the descriptions corrected and posted.

Amos February 11th, 2007 10:50 PM

Re: New Mod: Chaos Wars
 
Version 0.06

Added another unit "Norite Cuirassier".

Amos February 15th, 2007 01:12 PM

Re: New Mod: Chaos Wars
 
Cuirassier's armor made heavier.

Amos February 17th, 2007 03:09 AM

Re: New Mod: Chaos Wars
 
Version 0.08

Mater Mundi summons 2 enforcers; Lord Arbiter summons 3 pikes.

Amos March 15th, 2007 05:10 PM

Re: New Mod: Chaos Wars
 
Version 0.09

Changed spell prices:

Guardian - 8
Bengehenom - 18
Pathwalker - 66
Soul Construct - 11

Amos April 26th, 2007 09:47 AM

Re: New Mod: Chaos Wars
 
Version 0.10

Lowered prices;
Lowered Nephilim sizes to 3;
Changed pike sprite;
Mutant lost trampling.

Amos April 28th, 2007 11:14 PM

Re: New Mod: Chaos Wars
 
Version 0.11

Body armor heavier.

Amos May 4th, 2007 09:26 AM

Re: New Mod: Chaos Wars
 
Version 0.12

Inventory fixed.

Amos October 9th, 2007 09:33 AM

Re: New Mod: Chaos Wars
 
Fixed the wing weapon on Bengehenom.

Humakty October 9th, 2007 09:54 AM

Re: New Mod: Chaos Wars
 
Were you inspired by something making those mods that form an evoluting nation through the ages ? (Angelic, Stygian...)

Amos October 9th, 2007 04:30 PM

Re: New Mod: Chaos Wars
 
My own original graphic novel (that I've been drawing for years and its still not done) http://forum.shrapnelgames.com/images/smilies/happy.gif.

Humakty October 10th, 2007 06:38 AM

Re: New Mod: Chaos Wars
 
I was a game master when I was younger, and I loved to create my own worlds and I must admit the factions you created are all quite nice. Sad their original gameplay turns me off playing them more than a few turns. Maybe when I'll be more experienced at dom 3.( I have yet much to discover on vanilla!)('surtout' with the awesome (+20) patch).
So could you continue modding, so that I'll have something to do when I get bored of vanilla ? http://forum.shrapnelgames.com/images/smilies/laugh.gif

Amos October 10th, 2007 07:13 AM

Re: New Mod: Chaos Wars
 
I think that, if you get bored with the vanilla nations plus all the nation mods on the forum, no new mod I could possibly make will help relieve that boredom http://forum.shrapnelgames.com/images/smilies/wink.gif.

Amos October 31st, 2007 09:28 PM

Re: New Mod: Chaos Wars
 
Finally fixed "Norite Dervish" unit and its weapon. It works as intended now.

I'm making ME Angels now to fight wars against Nephilim.

Amos December 9th, 2007 06:49 PM

Re: New Mod: Chaos Wars
 
Changed some of the inventories. I didnt like 4 misc slots on regular commanders.
Later today I'll add an anti-aging spell to Desert mod.

Amos January 29th, 2008 12:42 PM

Re: New Mod: Chaos Wars
 
Version 0.14

- Fixed "Demonic Roar" weapon;
- Guardian's hp and blood cost raised;
- Bengehenom's blood cost raised;
- Stygian and Shadow Emperor given darkvision.

Armadi January 30th, 2008 11:25 PM

Re: New Mod: Chaos Wars
 
Thanks for these mods, Amos. They are... insanely good.

Amos February 1st, 2008 04:55 PM

Re: New Mod: Chaos Wars
 
Lowered numbers of local defense force.

Amos February 2nd, 2008 10:46 PM

Re: New Mod: Chaos Wars
 
Fixed "Dark Archon" inventory.

Amos February 6th, 2008 05:01 PM

Re: New Mod: Chaos Wars
 
Version 0.15

Added a new spell "Unholy Initiation" that summons Fallen Angel.

Amos February 8th, 2008 02:26 AM

Re: New Mod: Chaos Wars
 
Gave Bonded Pike animalawe 3.

Amos September 2nd, 2008 06:35 PM

Re: Chaos Wars
 
Version 0.16

- "Ruah Blade", "Soul Lens", "Demonic Roar" & "Wing Pass" are mind weapons;
- "Soul Construct" and "Pathwalker" are stormimmune.


All times are GMT -4. The time now is 02:34 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.